U.S. patent number 6,726,562 [Application Number 10/177,489] was granted by the patent office on 2004-04-27 for methods and apparatus for a casino game.
This patent grant is currently assigned to Mikohn Gaming Corporation. Invention is credited to Olaf Vancura.
United States Patent |
6,726,562 |
Vancura |
April 27, 2004 |
Methods and apparatus for a casino game
Abstract
A method for playing a game has the steps of establishing a
plurality of paths, each of which have a plurality of squares
including a start square, an end square, and a plurality of value
squares. Randomly traversing the paths to afford the possibility of
two or more moves to reach the end square. Allowing a player to
select one of the paths. Moving along the player selected path
randomly, while awarding the player the values associated with
squares landed upon. The randomness is by the steps of spinning a
spinner, rolling a die or dice, employing a wheel, flipping a coin,
or the use of a random number generator. The step of establishing a
plurality of paths, each having a plurality of squares includes
using a stop square, squares which cause additional movement. The
steps of establishing intersecting paths or establishing one or
more squares having a game associated with them are practiced. The
method is in a casino game and a bonus game for a base game.
Inventors: |
Vancura; Olaf (Las Vegas,
NV) |
Assignee: |
Mikohn Gaming Corporation (Las
Vegas, NV)
|
Family
ID: |
24645377 |
Appl.
No.: |
10/177,489 |
Filed: |
June 20, 2002 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
Issue Date |
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659430 |
Sep 8, 2000 |
6409172 |
Jun 25, 2002 |
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Current U.S.
Class: |
463/20;
273/138.2; 273/143R; 273/237; 273/249; 273/274 |
Current CPC
Class: |
A63F
3/00157 (20130101); A63F 9/04 (20130101) |
Current International
Class: |
A63F
3/00 (20060101); A63F 9/04 (20060101); G07F
017/34 (); A63F 003/00 () |
Field of
Search: |
;273/193R,248,138.2,249,274,237 ;463/20 |
References Cited
[Referenced By]
U.S. Patent Documents
Other References
"Phantom Haus" Operations Manual, Williams Electronics Games, Inc.
7-1996...
|
Primary Examiner: Layno; Benjamin H.
Attorney, Agent or Firm: Dorr, Carson, Sloan, Birney &
Kramer, P.C.
Parent Case Text
CROSS REFERENCE TO RELATED APPLICATIONS
This is a continuation of U.S. Ser. No. 09/659,430, Filed on Sep.
8, 2000 U.S. Pat. No. 6,409,172 with an issue date of Jun. 25,
2002.
Claims
What is claimed:
1. A method for playing a casino game of chance for a bet with
random entry from an underlying slot machine to a bonus game of the
casino game of chance, the method for playing a casino game
comprising the steps of: a) establishing a plurality of paths in
the play of the bonus game of the casino game of chance, each of
which path is comprised of a plurality of positions; b)
establishing a random means of traversing the paths in the play of
the bonus game of the casino game of chance; c) presenting with the
random means the possibility of two or more moves being required to
complete the bonus game; d) allowing a player to select one of the
paths in the play of the bonus game of the casino game of chance;
e) moving according to the random means along a selected path by
the player; f) providing at least one position having an outcome;
g) awarding the player values based upon the outcome associated
with positions landed upon, and h) relating a random frequency of
the bonus game to the probability of landing on each position and
to the value of each position so a predetermined range for a house
advantage is maintained in the casino.
2. The method of claim 1 with the step of including one or more
value positions along the paths in the play of the bonus game of
the casino game of chance.
3. The method of claim 1 wherein the random means is performed by
one of the following steps, spinning a spinner, rotating a wheel,
rolling at least one die, flipping a coin, using a random number
generator.
4. The method of claim 1 with the step of establishing a plurality
of paths, each of which paths is comprised of a plurality of
positions and with the step of having one of the positions as a
stop position on one of the paths in the play of the bonus game of
the casino game of chance.
5. The method of claim 1 wherein landing on certain positions along
the selected path in the play of the bonus game of the casino game
of chance causes additional movement.
6. The method of claim 1 by establishing intersecting paths in the
play of the bonus game of the casino game of chance.
7. The method of claim 1 with the step of establishing one or more
positions along the selected path in the play of the bonus game of
the casino game of chance having an associated game.
8. The method of claim 1 wherein the awarding the player values
step includes the step of selecting one of the following values:
money, credits, privileges, items, another game, other events,
other paths.
9. The method of claim 1 wherein the awarding the player values
step includes the step of selecting one of the following values:
money, credits, privileges, items, another game, other events,
other paths.
10. A method for playing a casino bonus game for a casino base
game, comprising the steps of: a) establishing in the play of the
casino bonus game a plurality of paths, each of which paths
includes a plurality of positions with at least one value position
there between; b) moving along a player selected path provided with
a random selection; c) providing at least one position having an
outcome; d) awarding the player values based upon the outcome
associated with positions landed upon, and e) relating a random
frequency of the bonus game to the probability of landing on each
position and to the value of each position so a predetermined range
for a house advantage is maintained in the casino.
11. The method of claim 10 wherein the step of moving includes a
stop position.
12. The method of claim 10 wherein the step of moving includes
random selection of positions that cause additional movement.
13. The method of claim 10 wherein the step of establishing plural
paths includes at least one position common to the plural paths
whereat the paths intersect.
14. The method of claim 10 wherein the establishing step includes
one or more value positions having an associated game.
15. The method of claim 10 wherein the awarding the player values
step includes the step of selecting one of the following values:
money, credits, privileges, items, another game, other events,
other paths.
16. A method for playing a casino game of chance, comprising the
steps of: a) establishing in the play of the casino game a
plurality of paths, each having at least two positions; b) allowing
a player to select one of the plurality of paths in the play of the
casino game of chance; c) moving along one of the plurality of
paths selected by the player in step b) according to chance; d)
providing at least one position having an outcome; e) awarding the
player values based upon the outcome associated with the selected
path in the play of casino game of chance, and f) relating a random
frequency of the bonus game to the probability of landing on each
position and to the value of each position so a predetermined range
for a house advantage is maintained in the casino.
17. The method of claim 6 for playing a casino game of chance by
playing a base game and a bonus game in the play of the base game
and the bonus game of the casino game of chance.
18. The method of claim 17 for playing a casino game wherein the
step of controlling the house advantage provides a total range
thereof of about twenty percent.
19. The method of claim 17 for playing a casino game wherein the
step of controlling the house advantage includes a range for the
player selected best path to the player selected mean path of about
fifteen percent in the play of the base game and the bonus game of
the casino game of chance.
20. The method of claim 16 wherein the step of moving according to
chance is selected from these steps, spinning a spinner, rotating a
wheel, rolling at least one die, flipping a coin, using a random
number generator.
21. The method of claim 16 wherein the step of establishing a
plurality of paths in the play of the casino game of chance, each
of which is comprised of a plurality of positions includes using a
stop position.
22. The method of claim 16 wherein landing on certain positions
causes additional movement.
23. The method of claim 16 wherein the paths intersect.
24. The method of claim 16 with the step of establishing one or
more positions having an associated game.
25. The method of claim 16 with the step of allowing the player to
acquire items.
26. The method of claim 16 with the step of allowing the player to
acquire privileges.
27. A casino game of chance for at least one player comprising: a)
a game surface accessible and visible to the player in the casino;
b) a plurality of paths on the game surface arranged for player
selection of one path, each path having at least two positions
beginning at start position, and finishing at end position; c) at
least one position having an outcome; d) movable indicia on the
game surface, the movable indicia for showing the position on a
selected path of the player; e) a mechanism of chance carried on
the game surface and available to the player in the casino, the
mechanism of chance for determining movement along the player
selected path and awarding the player values associated as the
outcome with positions along the selected path, and f) structure in
the casino game of chance to relate a random frequency of a bonus
game to the probability of landing on each position and to a value
of each position so that an expected value of each of the paths is
approximately identical for a house advantage is in a predetermined
range.
Description
STATEMENT REGARDING FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT
Not Applicable
REFERENCE TO A "MICROFICHE APPENDIX"
Not Applicable
BACKGROUND OF THE INVENTION
1. Field of the Invention
The present invention relates to casino games and, in particular,
to improvements in the methods of playing bonus games on slot
machines.
2. Description of Related Art Including Information Disclosed Under
37 CFR 1.97 and 1.98
Slot machines have become the most important contributor to revenue
on casino floors. Among slot machines, those with a bonus game have
become especially popular. Typically in these machines, a player
plays the underlying game (sometimes referred to as the base game)
with the usual pays for predefined combinations of symbols.
Occasionally, the player will qualify for a bonus event. This is
usually triggered through the alignment of one or more special
symbols (sometimes referred to as trigger symbols) as an event
which initiate the bonus game. Hence, the bonus game is generally a
somewhat rare and special occurrence that affords the player an
opportunity to participate in an ancillary component of the slot
machine with an associated award. Usually, no additional wager is
required; the bonus game is an opportunity for the player to earn
an additional award risk-free.
The bonus award may be distributed by the slot machine in various
ways, including adding to the base game credits, the use of an
external "top-box", or the use of a second-screen in the case of
video. Too, the bonus game may simply be a random choice of several
prizes, one or more free base games, and so forth.
By use of the terms bonus game, there is intended no limitations to
any particular form of bonus award. Rather, reference to a "bonus
game" as one which is different than the traditional base game
play. The bonus game may be housed separately from the reels (for
example, in a spinning-reel slot machine with a top-box bonus), or
may be simply on an additional screen (for example, in a video-reel
slot machine). Too, for the purposes of the teachings herein, the
manner and equipment that initiates a bonus game (e.g., combination
of special symbols as described above or other methods) are
immaterial to the present disclosure.
There continues to be a need to enhance the bonus experience for
slot machine players. In particular, players desire a feeling of
control over the outcome of the bonus game. This may be
accomplished in fairly crude ways, such as selecting one of five
elements to reveal an award. However, such crude ways may lead
quickly to apathy on the part of sophisticated and/or regular
players, who are always looking for challenge and variety.
The feeling of control may also be accomplished by allowing the
player to additionally wager during the bonus game. For example,
the Monopoly.RTM. Once Around game by WMS Gaming utilizes a
Monopoly board and has the player start at "Go" and, using the
outcome of a pair of dice, traverse the periphery of the board
once. Before beginning, players are given the opportunity to "buy"
(for an additional wager) houses and hotels on the various
properties, in the hopes that they will be landed upon for an
increased award. The result is that that an unlucky player may
actually be a net loser during the bonus game.
Another manner in which a bonus game may afford the player control
is via the use of a strategy game. For example, the use of
Yahtzee.RTM. poker dice in games by Mikohn Gaming, Inc. of Las
Vegas, Nev. as a bonus game has proved very popular. However,
insofar as games of strategy generally afford considerable replay
value, the rules of the game must nevertheless be learned. As such,
the time required assimilating a "learning curve" by the casual
player is best minimized.
Thus, there exists a need for bonus games that have essentially no
learning curve, yet afford considerable replay value. In
particular, a need exists for a bonus game in which the player is
given distinct and meaningful choices, but whose outcome is
nevertheless controlled in such a fashion as to ensure the
operator's expected margin for the slot machine.
BRIEF SUMMARY OF THE INVENTION
The solution, as disclosed herein, may include a bonus game with
multiple paths emanating from a common node. The multiple paths
represent, both mathematically and from a game-flow point of view,
meaningful choices the player may make while participating in the
bonus game. In this fashion, the player keeps several desirable
attributes including control over the direction of the bonus game
and, as will be described shortly, relative risk and/or volatility
of the game. The operator, meanwhile, retains control over the
expected value of the bonus award, hence house advantage of the
overall machine.
It is an advantage of the present invention that the player is
given distinct strategic choices, while the outcome is nevertheless
controlled in such a fashion as to ensure the operator's house
advantage. It is a further advantage of the present invention that
the bonus games described herein have almost no learning curve yet
still afford considerable replay value.
As a preferred embodiment, the player is offered the choice of a
plurality of paths, a path being defined as being traversed in at
least one but possibly more moves. Herein each move is defined by a
"square" but the geometry of the space moved to is not necessarily
important as it is just a place or position having a value or in
some cases no value or a loss of value.
BRIEF DESCRIPTION OF THE DRAWING
FIG. 1 is an illustration of an embodiment of a casino game of
chance.
FIG. 2 is a partial view of a casino game spinner used for random
selection.
FIG. 3 is a partial view of a casino game die used for random
selection.
FIG. 4 is a partial view of a casino game coin used for random
selection.
FIG. 5 is a partial view of a casino game wheel used for random
selection.
FIG. 6 is an example showing a form of game play.
FIG. 7 is another example showing another form of game play.
FIG. 8 is a further example showing an alternate form of game
play.
FIG. 9 is yet one more example showing a still further form of game
play.
FIG. 10 is a still further example showing yet another form of game
play.
DETAILED DESCRIPTION OF THE INVENTION
As an example of the present invention, consider the following
topology in which the player begins at "Start" on the left-hand
side. The player must choose which path (upper or lower) to take to
the "End" square, see FIG. 6 for example.
A random "spinner", of the type conventionally known and
programmable for random disposition (with equal probability), is
used to roll each of the numbers 1 through 4; e.g., in a video
format, a quartered pie-wedge circle may be depicted with overlaid
spinner.
After the player has chosen a path (say, the lower), the spinner is
spun, and a marker traverses the path. For example, if the first
spin ended in a 2, the marker would depict movement from "Start" to
the "Win 60" square. The player would be awarded 60 credits. The
spinner is spun again, and play continues until the marker reaches
the "End" square.
The expected value hereafter "EV" for each path may be calculated
by skilled artisans using, e.g. combinatorial analysis or Monte
Carlo simulation. Below please find the calculated results for the
above example. Shown is the probability herein "P" of landing on
each of the 4 squares along either path (note that the
probabilities sum to a value greater than 1, reflecting the fact
that multiple squares may be landed upon during traversal of a
given path):
Thus, the EV for the upper path is equal to
(80/256).times.100+(100/256).times.80=62.5. The EV for the lower
path is equal to
(64/256).times.50+(80/256).times.60+(100/256).times.30+(125/
256).times.40=62.5.
Thus, a game has been constructed that affords the player the
option of choosing a path to take, while affording the house a
fixed expected value regardless of which path the player chooses.
In particular, the player may choose a path with greater volatility
or less volatility, but the game is assured of a known,
pre-calculated expected value regardless of the strategy adopted by
the player. As used herein, volatility relates to the standard
deviation of the distribution of possible values about the expected
value.
As used herein, volatility relates to the standard deviation of the
distribution of possible values about the expected values. A
simulation of the game confirms the expected values for both paths
and suggests a standard deviation of approximately 54 units for the
upper path and 31 units for the lower path. Hence, in this case,
the upper path is more volatile (in terms of possible outcomes
after path traversal) to the player.
If desired, another even more volatile "path" with "Win 0" in
positions 1, 3, and 4, and "Win 200" in position 2 may be
constructed. It can be confirmed, using the aforementioned
probabilities, that the EV for this new path is also 62.5. The
associated standard deviation is approximately 93.
The examples given above are for specific paths (of length 5), a
specific random means of traversing the path (random and equal
distribution of 1 through 4 squares per turn), and a specific EV
for each path. However, other path lengths and random means and
approaches are possible, as skilled artisans will appreciate.
Hence, the foregoing is meant as an illustration via a specific
example but is not intended in any way to limit the teachings
herein disclosed.
Too, the aforementioned example had the player choose the path at
the beginning. It is within the scope of this invention to have the
choice occur later. For example, the player may start down a given
path, and upon reaching a "fork" be given a choice at that
juncture. As used herein the terms along a path such as, juncture,
fork, node and the like all relate to decision points or choices
for the player and may include more than two alternatives. For
example, three alternatives along a path could be angle left, angle
right or go straight ahead.
As an example, a design choice may be to use more than two possible
paths. This gives the player even more choices, in a controlled
fashion, and thus further accommodates different styles of play.
Consider the following case in which the player begins at "Start"
on the left and is offered four horizontal paths to take to "End"
on the right. A coin is flipped with heads moving the player
forward 1 square, and tails moving the player forward 2 squares,
see FIG. 7 for example.
A calculation similar to that described above yields the following
results.
Inserting the appropriate values from each of the four paths yields
an EV of 131.25 regardless of path chosen. In this manner, the
player may be given an arbitrary number of paths; each constructed
in conformity with the teachings herein provided. It is an
advantage of this invention that the numbers of paths, and the
values of their squares, afford considerable flexibility in game
design.
Although the preferred embodiment uses paths with identical
lengths, another embodiment may use paths of differing lengths. For
example, path "A" may have 10 steps while path "B" may have only 6
steps, and so forth. Again, the probabilities of landing on each
path square may be determined, so that the calculated theoretical
EV associated with each path is equal or approximately so.
It is another advantage of this invention that the random ways of
traversal are design choices. For example, a design choice may be,
as part of a random means of movement, to afford the possibility of
moving 0 squares in some instances. In the case of no movement, the
player may again be given the value of the square currently "stuck"
upon, or may simply stay upon the square without again being
awarded the square's value. In either case, the respective
probabilities of landing on each square may be calculated to
determine the resultant EV associated with each path.
While the preferred embodiment uses identical ways of traversing
each path, in another embodiment different ways of traversing each
path are prescribed. For example, path "A" may be traversed by
rolling a single die and moving forward the number of steps shown,
while path "B" may be traversed by throwing two dice and moving
forward the sum of the steps. Clearly, other possibilities exist as
will be apparent to one skilled in the art.
Furthermore, note that the EV of each path need not be
mathematically identical. The general teachings of this invention
are meant to allow the player flexibility over choice of outcomes
in a controlled fashion. It is within the scope of this invention
to construct different paths with expected values that are not
identical, and in some cases quite dissimilar, yet still provide
for an overall game return within a known range acceptable to the
operator.
As an example of the foregoing, note that a typical slot machine
game may be described as having a total return "ERtot" per unit
wagered. ERtot may be made up of contributions from the base game
ERbase and one or more bonus games ERbonus (for simplicity only one
bonus game will be considered in the following description), as
follows:
Where the house advantage "HA" is defined to be the following:
For a typical bonus game with frequency f, we may calculate ERbonus
as:
For example, consider a game with ERbase=0.6, f=0.005, and
EVbonus=60, we find ERbonus=0.3 and ERtot=0.9. Thus, the house
advantage is 10%. In the teachings of a multiple-path bonus herein,
a bonus game is constructed with two possible paths each having
EVbonus=60. In this way and as intended, the overall house
advantage remains always 10% regardless of path chosen by the
player in the bonus game.
However, for instance, one path may have an EV=60 while the other
may have an EV=64. Then, ERbonus is bounded by the limits 0.3
(=0.005.times.60) and 0.32 (=0.005.times.64). Hence, ERtot is
bounded by the limits 0.9 and 0.92, depending on the path selected
by the player. The house advantage, though not constant, is thereby
assured to be in the range of 8% to 10% and remains in a controlled
fashion. Alternatively, one path may have an EV=30 and another
EV=70, creating a house advantage assured to be in the range 5% to
25%. The total range is therefore 25%-5%=20%. If a player chooses
randomly, the resultant house advantage will be the mean of the
paths, in this case 15%. The difference between the player selected
"best" path and the mean path in this example is therefore
15%-5%=10%.
While the foregoing has been described in terms of two paths, the
number of paths, their associated EVbonus, the frequency of the
bonus (and other bonuses), the relative contributions of ERbase and
ERbonus, and so forth, are all design choices. Hence, the foregoing
is meant to be illustrative and not limiting in nature. What is
taught is the use of an overall game comprised of a base game and
one or more bonus games. The bonus game has multiple paths, each
path offering a potentially different expected value, but which
nevertheless combined with the relative frequency of a bonus game,
provide for an expected return on the overall game within
calculable and acceptable limits.
Also, while the foregoing has been presented in terms of a bonus
game, we note that the teachings of this invention may likewise be
used as a game of chance in and of themselves. In this case,
utilizing the formalism described above, ERbase=0 and f=1. Hence,
ERtot=ERbonus=EVbonus. To assure a house advantage, clearly ERtot
must be less than 1. Hence, EVbonus (the expected value of the
bonus game per unit wager) must likewise be less than one.
Hence, in the example given earlier in which the EV of the game is
62.5, a possible method of implementing as a standalone game of
chance is to require the player to wager, say 75 units to play the
game. Then the normalized EVbonus, per unit wager, is
62.5/75=0.8333. The resulting house advantage is 16.67%.
We have shown therefore, that the method herein applies not only to
bonus games but to games of chance in general. In particular, the
same set of paths may be used as either a bonus game or a
standalone game of chance. While the foregoing has described one
method of utilizing the teachings herein in the form of a
standalone game of chance, other design choices will be appreciated
by those skilled in the art. Therefore, the preceding example
should be considered an illustration only, and not meant to limit
the teachings herein.
The teachings herein allow for considerable flexibility in
designing pathways. As described, this includes the number of paths
between the start and end, and their topology. While the above
examples have the Start square as a node (with a choice), the Start
square could also have no choice, leaving until later the
opportunity for the player to make a decision.
The random means of traversing each path, is alos a design choice.
Examples can include the spin of a wheel or arrow, the use of a
wheel, the roll of dice, the flipping of a coin, random number
generators, etc. Chance as used herein includes the mentioned
random means, and any form of random selection whether specifically
mentioned or otherwise so long as the result is arbitrary.
In a preferred embodiment, the paths may have decision nodes, which
allow for additional decisions to be made. For example, consider
the following schematic path structure (in this example, wherein
the values A1, A2, . . . , F3, F4) are not specifically portrayed,
see for example FIG. 8.
Here, the player begins at the Start node and chooses one of three
paths (A, B, or C) to traverse. Upon reaching the Decision node,
the player must again choose one of three paths (D, E, or F) to
follow. It should be appreciated that whether the player is stopped
at the Decision position, or allowed to continue moving through
this zone uninterrupted (while selecting the next path of D, E, or
F) is a design choice. Furthermore, it may be desirable (when used
as a bonus) to have the player complete the first section of the
bonus (to the Decision node) upon first visiting a bonus game, only
to return to play of the base game. Upon further qualification for
a bonus, the player resumes the journey through the Decision node
and selects the next path to take. Other variations upon this
general approach are also possible, including the use of multiple
intermediate positions.
Lastly, we note that while we have presented each of the squares in
a "winning" capacity (i.e., can't lose), it is also possible to
have some squares as net losers (i.e., a negative amount is "won").
For example, consider the following two-path game in which a single
coin is flipped for random movement, with heads moving forward one
square and tails moving forward two squares, see for example FIG.
9.
As before, we find the following probabilities of landing on
individual squares:
P(2)=24/32
The expected value, regardless of path chosen, is equal to 95.5625.
Showing a method whereby the player may choose a path that has
possible "losing" elements in addition to "winning" elements. Thus,
what is shown is a method whereby non-risk-averse players wishing
to gamble with a volatile path (and possibly losing) are also
rewarded handsomely with increased awards on the potential winning
squares.
In another preferred embodiment, certain squares are designated
"stop" squares. These are squares in which the player pauses upon
landing on the square. As such, the player stops on the square
instead of traversing it in the normal fashion. The next move
continues with the player initiating movement from the "stop"
square. For example, consider FIG. 10 as a sample path.
If a single die is used to define moves around the path, then the
following illustrative example demonstrates how the "Stop" square
functions. The player begins at Start. If the first die roll is a
3, the player moves to the "Win 30" square. If the next die roll is
a 2, the player moves to the "Win 50" square. If the next die roll
is a 4, the player moves to the "Stop" square and stops there. If
the next die roll is a 1, the player moves from "Stop" to the "Win
10" square. With a next die roll of 6, the player moves to the
second "Stop" square. A final die roll of 4 ends the game.
Several paths of this type may be chosen among. The number and
location of the Stop squares is a design choice. Too, the Stop
squares, much like the Start, End, and Decision Node squares may
also have a value, or other events, associated with them.
It is also within the scope of this invention to have designated
squares act to move the player to other squares. This may be
accomplished, e.g., via "Move ahead 3 squares" or "Go back 1
square" types of instructions. Alternatively, a square on path A
may direct the player to move to a square on an alternate path (say
B), thus further adding an element of surprise and suspense.
Lastly, while the examples above suggest monetary, or credit,
wins/losses associated with each square, the extension to other
items is also made. For example, certain squares may prescribe the
play of an additional game. Provided the associated EV of such a
game can be calculated, landing on the square and awarding the
result of the game is mathematically equivalent to simply awarding
the associated expected EV for the game. That is to say, the play
of an additional game may be used to deliver a desired EV, rather
than simply awarding the player a fixed amount. Note that the game
may award a range of values and/or may involve strategy.
As another example, certain squares may allow players to acquire
items that may later be exchanged for value. For example, consider
a dessert-themed game in which predetermined squares allow the
player to accumulate scoops of ice cream. Upon completion of the
path, the player may receive an additional award based upon the
number of scoops of ice cream collected. Again, the expected value
of the path may be calculated traditionally, and includes as part
of the calculation a determination of the value of the collected
items.
Alternatively, the player may acquire items by several other means.
These include random "gifts" as well as purchase via an additional
wager. For example, after each movement, the player may have a 10%
chance of being offered the sale of "fine art" to later be sold at
auction (i.e., exchanged for value) upon completion of the
game.
Also, the player may acquire privileges. For example, upon a
certain chance outcome (e.g., a roll of 6 on a single die), the
player may buy the privilege of choosing the next square landed
upon. As another example, consider the case in which a player
landing on a prescribed square may buy the opportunity to double
all remaining square values. The means of acquiring items or
privileges, whether randomly, by squares landed upon, by purchase,
and so forth, is a design choice, and the foregoing is not meant to
be limiting.
While the examples illustrating the play and different options for
the casino games are explained throughout the preceding disclosure,
skilled artisans will appreciate that many variations of the
execution will be possible. The specific examples should not be
considered limiting and the particular casino game equipment shown
in FIG. 1 is merely for depiction of but one example of form. In
that regard, there is shown a casino game of chance 10 for at least
one player. The casino game of chance 10 has a game surface 11
accessible and visible to the player to play the casino game of
chance 10. A plurality of paths 12 on the game surface are arranged
for the player, currently shown on selected path 13. A plurality of
nodes 14 represent points at which the player must choose which
subsequent path to traverse. The plurality of paths 12 and nodes 14
can be in the form of a lighted display or video screen as shown
for example in FIG. 1. In a well known manner in gaming the game
surface 11 may be an interactive structure such as a touch screen,
if a video, for the purpose of path selection. As disclosed
throughout the preceding detailed description there may be value
positions, intersections, and other positions along the paths 12 as
part of a particular game.
During play there is a need to show the position on the path 13. In
the preferred embodiment, movable indicia 16 on the game surface 11
show the position on the player selected path 13. In the physical
embodiments of the casino game of chance 10, the movable indicia 16
can include tokens, graphic representation, icons and video
depictions depending on the chosen interactive structure for the
casino game of chance 10.
A mechanism of chance 17 carried on the game surface 11 is
available to the player. The mechanism of chance 17 is for
determining the random movement of the indicia 16 along the player
selected path 13 and for awarding the player any values associated
with positions along the selected path 13. As set forth herein
before the mechanism of chance 17 can include, spinners, FIG. 2
dice, FIG. 3 wheels, FIG. 4 for random number generations or a coin
for flipping, FIG. 5 etc. The expected value for each possible
player choice of paths is designed to preserve the house advantage
and make the casino game of chance 10 commercially viable.
FIG. 1 shows the bonus game atop a slot machine in a conventional
manner according to the way in which bonus games are provided in
the casino games discussed in the background of this disclosure.
FIG. 2 is a view of a spinner used as a random selection means with
the present bonus game the spinner would be rotated during game
play by a motor or virtually on a video by control of the random
number generator in the casino game. Similarly, FIG. 3 is a view of
a die used for random selection. Motorized die 26 or virtual die on
a video screen for random number selection are well known in casino
equipment. U.S. Pat. No. 5,803,451 has the Starpoint IDU Modular
Dice Mechanism of FIG. 3 and the description therein is
incorporated herein by reference and made a part hereof. The
preferred automatic mechanism for each spinning die 26 is
commercially available from Starpoint Electrics Limited of Morden,
Surry in the United Kingdom.
The die 26 can easily be replaced by a coin 27 as in FIG. 4 used
for random selection. In particular, instead of the die 26 a
two-sided coin 27 can be mounted to spin about its A--A or B--B
diameter. The die 26 or coin 27 would be spun by output of the
random generator. The coin 27 has opposed sides with a head or
tail. FIG. 5 is partial view of a game having a wheel used for
random selection. Wheels may been spun by the dealer, a motor or as
a virtual video wheel; the latter two wheels are typically
controlled by a random number generator in many types of casino
equipment. U.S. Pat. No. 5,823,874 has a bonus indicator is in the
form of a rotating bonus wheel that can be caused to spin
automatically or in response to some action by a player, e.g.,
pushing a button so the primary reels indicate one of a
predetermined plurality of indicia. When the wheel stops, a pointer
indicates the bonus payout to be awarded to the player. Be it a
wheel FIG. 5 or a spinner FIG. 2 the idea of a random selection is
common in this field.
Those skilled in the art will appreciate the plethora of
possibilities associated with accumulating items and/or privileges
that may increase in value, lose value, or otherwise play a part in
the expected value for the bonus sequence. What is material is the
use of acquisition by the player of certain items and privileges,
each of which affects the potential outcome of game, but which
nevertheless allows for the calculation of a controlled and limited
range of expected values for the game.
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